Monk
Base Class: Monk

Monks of the Way of Corruption are often tired of tranquility and peace, Realizing that Anger can be used for change as well. While barbarians use their anger as a tool to fight, These monks often use their rage in small amounts of constant activation, Which then manifests into concentrated bursts, Combining ferociousness with an otherwise calm demeanor allows them to access a unique energy that fuels their actions.

The Way of Corruption is designed to not have any specific order associated with it, But rather it is a set of techniques that may aid some. Depending on the individual, They will use this method as a way to release anger, Knowing that keeping anger hidden will only make it much worse. Others however, Will use this technique for evil, Allowing their Rage to overtake them, Overall making them more powerful and deadly.

Rage State

Starting when you choose this archetype at 3rd level, You've learned the introductory techniques of Corruption.

As a bonus action on your turn, You can enter a Rage State. Choose one damage type when you use this action, You gain resistance to that damage type as well as Bludgeoning, Piercing and Slashing damage for one minute. This effect only ends early if you choose to end it as a free action, or you are knocked unconscious. Additionally, Any time you hit with a melee attack, You deal an extra 1d4 of the same type the attack deals, As long as you are in your Rage State.

You can use this feature twice and regain the ability to do so after a long rest, You gain more uses when you progress levels in this class, 6th level (3), 10th level (4), 14th level (5) and 17th level (6).

Aura of Anger

Starting at 6th level, You've learned how to use your aura to greater effect. At any point when you are inside of your Rage State, You can spend Ki points to activate any of the following features.

  • Rageful Strike. Whenever you make an attack, You can spend 3 ki points to reroll the attack. You can use whichever roll.
  • Anti-Projectile Aura. As an action, You can spend 2 ki points to have all non-magical projectiles dissolve when it touches your aura until the end of your next turn, Causing the attack(s) to automatically fail.

Additionally, Insight checks have disadvantage against you.

Concentrated Anger

Starting at 11th level, You've learned how to manipulate your aura for other effects. As an action, You can choose one of the following effects to activate.

  • You can use your aura to do precise things, Such as picking locks or grabbing things from afar. If you are using your aura to do an action that you would normally need tools for, You can make a check using Wisdom and your Proficiency bonus. Otherwise, You can manipulate certain inanimate objects (Like doors) or pick up small items from up to 20 feet away.
  • While in your Rage State, Choose an ally within 30 feet of you, That ally can then use their bonus action to dash once. They must do it before the end of their next turn or it will be lost.

Additionally, Whenever you hit with a melee attack, You gain temporary hit points equal to your rage damage dice.

Path of Rage

Starting at 17th level, You've mastered the use of your anger. Choose an option that will determine what this feature does.

Righteous Intent

You've honed your aura as a tool for good.

As a reaction when an ally that you can see is knocked unconscious, You can spend 4 Ki points to instantly get them back up, Healing them 2d6 hit points. When you heal a creature in this way, you gain temporary hit points equal to the amount healed.

Additionally, Whenever you cast a spell that restores hit points, You can spend a number of Ki points to increase the healing by 1d6 per 2 points spent.

Wrathful Intent

You've honed your aura for the art of death.

Whenever you hit with a melee attack, You can expend a number of Ki points to deal additional damage. Your attack deals an extra 1d6 Necrotic damage per 2 points spent.